Author name: Benjamin Justice

I am a software developer, currently working as Head of Development for Sympatient. I love applying skills learnt in enterprise software development to games, making our code portable and reusable. Aside from Development, I have a passion for DevOps and also know basic web development. I maintain our website.

Resource allocation in Unity's profiler.

Performance Optimization for Unity and Java Developers

Hey guys, in our blog article Implementing our Learning AI we mentioned that we optimized the calculation time for AI battles from 4 seconds to under 100ms! We want to show you how we achieved this and how you can optimize your own games if you develop with Unity or any Java based engine. When should you optimize? …

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Pathfinding using SARSA(Lambda).

Implementing our Learning AI

Hey guys, we’re very excited to introduce the initial version of our Machine Learning AI for Project Aleron. We will explain our architecture and how the AI works. We hope to provide an example for AI beginners, such as ourselves as we started research a few months ago. Here’s a video of the AI …

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The SARSA algorithm.

Machine Learning in Games

Hey Guys, our upcoming article will be about our implementation of a learning AI for Project Aleron. As this topic is rather complicated, we wrote up an introduction to machine learning and more particularly reinforcement learning for you all. Artificial Intelligence in Games Many games offer the possibility to fight computer-controlled enemies (Bots). Bots play by accepting an …

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Distributed Client-Server Architecture for Project Aleron.

Client-Server Architecture

Hey guys, in this months article we show you our client-server architecture in Project Aleron and give you valuable tips for networking in games 😉 Our Client-Server Architecture Project Aleron’s Client-Server architecture consists of a Loginserver, a Database, a number of Gameservers und a lot of clients. At startup the Gameservers connect to the Loginserver. This …

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Screenshot of Project Aleron's combat UI.

Why we use jMonkeyEngine

Hey guys, Some people asked us why we chose jMonkeyEngine 3 (we call it jMonkey) for our Project Aleron. Especially because we collected experience with Unity in the last months. Today we will compare jMonkey with Unity from our point of view and tell you why we chose jMonkey over Unity for this project. We will not compare the …

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The three modes of Project Aleron's map editor.

Project Aleron’s Map Editor

Hey guys, last time we showed you the video below of our map editor and promised to share more details on it. This topic is a little technical, so we will try to link tutorials/wikipedia where useful. And now we would like to present to you: Alerons Map Editor! The First Approach (Objects) Project Aleron was …

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An early combat in Project Aleron.

Project Aleron

Project Aleron started off in 2012 as an effort to improve our programming skills and aim very high: A turn-based MMORPG. From 2012 to 2016, we developed a Prototype using jMonkeyEngine3. While jMonkeyEngine was great and did not give us any performance problems, it has one vital weakness: The asset pipeline. jMonkeyEngine has trouble …

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